For your two options, the Republic one is better if you plan to attack more with her. The Rebel one is better if you want to focus on her Force powers. Although, if you want to focus on Force powers, you don't really need Han, STA as much.

Maybe you shouldn't try to build around Maris. I'm not sure if she's good enough to be the main beat in a squad. I think she's definitely solid, though. Maybe you could try to make a good 100 point squad, then add Maris in, and see how it does. Pairing Maris with someone else who can take a beating (like the Landspeeder) might work well. Or you could see how she does running interference for a Han Cannon.

Take everything I'm saying with a grain of salt, because I've never played as her and the only time I played against her, she died before she could do anything--so this is all theoretical. :)

I don't know that Tarfful + Mas is worth it just to beef a single figure's attack by 4. I would add Wicket, keep him close to Maris and use the extra points for some solid shooters (Sev, Lando DS?) or another beat (JWM?).

I definitely like Maris, but I see her force powers as a nice addition to a well rounded figure, but not something to focus a squad on. I think if you're going to go the force battery route there are MUCH better force users to do it with.

Just my thoughts, I've only played her a couple of times but she didn't disappoint me!

I have used her with Master Kota and Wicket for a possible +16 attack, 4 times! Her push is really useful with Kota as she can push an opponent into Repulse range. That could either be Rebels or Republic depending on the filler.

There's a 200 squad I'm tinkering with that includes Boba, Merc, Kota and Han, RH for massive damage.

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